![]() ![]() Test your results by manually rotating the head joint. Paint around the jaw and lower back of the headĮnable the ‘Smooth’ Paint Operation and set the tool Opacity to 1īlend the edges between the head and neck weightsĪlternate between the Head joint and Neck joint influences to ensure a smooth blend. Select the shoulder joint in the paint skin weights tool influence hierarchy Reduce the tool Opacity to a value below 0.1 and paint below the jaw and neck of the actor. Paint the actors head from the chin and jaw to the back of the head with full skin weights Select the head joint from the paint skin weights tool influence hierarchy With the ‘Add’ Paint Operation enabled set the opacity to 1 and use the ‘Flood’ button ![]() Start by selecting the shoulder joint in the paint skin weights tool influence hierarchy Use Maya’s Paint Skin Weights tools to make adjustments to your skin weights as necessary on this frame. Save some time by holding Ctrl+Shift when you select the paint skin weight tool to add it to your HoloSuite Shelf for quick access! In the folder containing your Maya workflow exports create a new folder for each individual FBX. This will break up your data to the nearest SSDR segment. “The Max frames per FBX” setting specifies a limit on the number of frames in an individual fbx file. Large frame ranges can cause poor performance in Maya. Select Workflows as the Output sequence type and Select Maya as the Export type. Name your Export in the Output Sequence Filename Field. When the SSDR Stage has completed processing add a Generate Skin Weights for Head Retargeting stage to your composition.Īfter generating skin weights, select “Export composition” from the file menu.Ĭhoose a file destination and frame range, and press the button with the plus icon to add an export step. SSDR should follow mesh, texture and skeleton generation stages but should be processed before generating skin weights. When you’ve achieved satisfactory results add an SSDR stage to your track. Review and edit the Skeleton stages as necessary. ![]() Create and execute intervals for those stages. Add a Generate Skeleton stage and Stabilize Skeleton stage to the track. ![]()
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